Crusader Kings III

Crusader Kings III

[v1.12.5] TIP Vol. II
-sb- zveroboy  [developer] Apr 27, 2021 @ 4:13am
Some information re the v3.0 update
Hello, and I hope you are enjoying the new update.

Just a couple of things about the changes and new content.

Raiding

As well as the existing rules - such as having an unreformed faith, or Tribal government - raiding is now enabled (regardless of other factors) by your faith having the Warmonger tenet, or by your culture having one of the three raiding tenets: Longships, West African Canoes or Barbary Corsairs. If this need toning down I can do so in future, and of course it will require testing, but for now it is WAD that Clan Berbers and Feudal Scandinavians can raid.

Decisions

There is a new decision called Adopt Roman Traditions, allowing you to resurrect Roman culture if you have formed the Roman Empire. It requires you to have already moved the capital back to Rome (which exists as its own decision), and not already be Roman culture.

Taking the decision will convert you, your spouse (if unlanded) and your immediate family to Roman culture, and, if you/they are Hellenic pagan, will also convert you all to Roman pagan. Some random provinces will also flip to Roman culture/faith.

Your de jure vassals will then also have the option of converting.

I have also gated the Create Cadet Branch decision behind the Heraldry innovation - this is to avoid AI cadet branch spam early in the game, and also because it should (in theory) help the Karlings avoid some historically dubious inheritance issues.

Finally, the Restore the Kingdom of the Isles decision (TIP version) has been re-enabled, but is now limited to Celtic cultures (which includes Norse-Gaelic); this means it should no longer overlap with the DLC version, which is for North Germanic cultures (+ Norman) - if either of these decisions are taken, the other will be locked out so as to avoid potential issues.

Innovations

I have added a bunch of unique cultural innovations, mainly based on ideas suggested by Biggie Cheese. These are mainly for flavour, but will be useful anyway, and some are unlocked by default. Any feedback on these would be appreciated - in particular the Tsikhe Forts innovation for Georgian culture, which I haven't had time to properly test.

Religions

This is probably the largest area of expansion, as I have added nine new faiths, including a new historical religion group, as well as five new tenets and improvements to a couple of vanilla ones.

The Sramanic religion group technically also includes the Jains and Buddhists, but because these are their own groups in CK III (which is understandable) and I didn't think there was any point in revamping the entire Eastern religion setup, I've used the name for the three 'missing' faiths: Ajivika, Charvaka and Ajnana.

These are arguably the oldest faiths/philosophies in India, and so I have wanted to include them for a while. Technically all three are atheistic, meaning they did not have a pantheon of gods (though nor did Buddhists), but they did venerate certain concepts and ideas, which I've tried to represent in game as best I can. The research for these faiths took a long time and meant reading a whole host of different sources, but they feel very different to the vanilla Indian faiths and so should be quite fun to play as. They did exist into the CK III period - the Ajivika into the 14th century - but were probably not a majority in any provinces after 867, so although courtiers will spawn with these faiths, and they can pop up as heresies, they are not on the map by default.

The main reason I started playing around with tenets was because whilst researching the Sramanic faiths I realised that whereas I probably could have shoehorned three vanilla tenets each for them, it wouldn't have made them feel very unique or as interesting as they should be. Each of the three had a core principle that defined its outlook - Fatalism, Materialism and Skepticism respectively - and so I decided to turn these into religious tenets that could make each faith feel more defined. Those tenets are also available to use in custom faiths, although some have restrictions or have been made incompatible with other tenets.

Those three aside, I've also added a new Prosperity tenet, which allows you to gain gold from holding feasts and going on pilgrimages, and finished/expanded an unused/unfinished vanilla tenet called Exaltation of Pain, which allows you to do some very cool stuff. I strongly recommend checking these two out next time you reform your faith.

As well as the Sramanic group, I have added three of the much older historical Buddhist schools, the Sarvastivada, Vibhajyavada and Pudgalavada, and three more Hellenic pagan faiths, Roman, Eleusinian and Sol Invictus. These are all interesting in their own way, and have some unusual tenet combinations to play around with.

Finally, I've added some new holy sites, including Zêtang - the old capital of the Tibetan Empire - for Nangchos Buddhists, which allows them to grant Sky Burials.

I hope you enjoy the update, and I hope some of this information has been useful. If you have any suggestions or find any bugs please post them in the relevant threads.
Last edited by -sb- zveroboy; Apr 27, 2021 @ 4:22am
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Veag May 2, 2021 @ 9:12am 
nice!
-sb- zveroboy  [developer] May 21, 2021 @ 3:29pm 
Just a quick update to this.

Sikhism

As you'll notice, I've added the Sikhism religion group in v3.1. I am of course very aware that Sikhism technically sits outside the CK3 time frame, and I was in two minds about this one, but the more I read about it the more intrigued I became. Ultimately - as with most things - it comes down to 'is it cool?' and 'would it improve the region?', and the answer to both of these is yes. Sikhism is dated to the birth of Guru Nanak, and so is technically 15th century, as is Hussitism which I think is fine.

I spent a week or so on and off researching this topic and trying to implement it as best as I can. I've tried to represent the faith fairly, whilst giving it some flavour and variety among the different sects, and am obviously aware that (unlike e.g. Ajivika) Sikhism is a surviving religion with millions of adherents today.

Sikhism today does not have a priesthood, only Granthi (members of the congregation chosen to recite from the Guru Granth Sahib) who are essentially lay clergy, but in its early days it did have Mahants (appointed officials who ran the Gurdwaras) and Masands (tax collectors who were essentially bishop-like figures who reported directly to the Gurus) and so these titles are useful to use as priests and bishops in CK3 terms.

This is actually quite a large religion group, comparable to Buddhism and Hinduism, with seven faiths within it - Gurmat (not a perfect label, but useful to represent mainstream Sikhi), plus five of the oldest sects, and then the Khalsa, a kind of holy order/religious community formed to defend Sikhs, and which still exists today.

Sikhism is a monotheistic religion occasionally labelled Abrahamic, although it's more Dharmic really and better fits within that subgroup. It's based around worshipping God, and God is the only deity Sikhs believe in, but they attribute various names and forms to God, which I think is a sort of cultural hangover of Hinduism (of which Sikhism is arguably an off-shoot, and certainly Guru Nanak and the majority of the original Sikhs were converts from Hinduism) and gods like Shiva having multiple forms and roles.

On that topic, Sikhs now share the Hindu patron gods from the Bhakti tenet, and a couple of the Sikh faiths which are kind of Hindu syncretic have Bhakti as one of their tenets. This is entirely based on historical accounts, and it is widely accepted that early Sikhism was often considered a Hindu heresy, and many of the early Sikhs continued to worship several Hindu gods in addition to God. There are still shared practices and festivals even today, and both religions have shared roots.

Because Sikhism was not established until after the CK3 end date, I have not given it to any provinces on the map, but Indo-Aryan culture group courtiers can spawn as Sikhs in both 867 and 1066. This is primarily to give the player an opportunity convert should they wish (as converting to a 'dead' religion is very expensive), and also to try to start Sikh vassal dynasties.

Finally, if you're a Sikh character based in the Rajastan area (basically north-west India) and rule either the Punjab kingdom or any two or more other kingdoms, you will have the decision to form the Sikh Empire - this was an historical multi-ethnic/multi-religious realm founded much later (1700s) that was ruled by Sikh Maharajas and successfully defended itself against invaders from all sides. It's a fascinating little slice of history, and part of the Sikh golden age. I think it will be fun to try forming this state and trying to survive attacks from the Mongols, Arabs, etc.

Anyway, enough rambling from me... I hope some of you check out the new Sikh religion and have fun with it. It was certainly fascinating to research, and a lot of fun to think up ideas for them in game.
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